Aug 16 2011

The Difference Between D&D and Exalted

This is a quote that I find myself constantly looking up, so I’m basically just putting it on my blog so I’ll be able to find it more easily in the future.

The Difference Between DnD and Exalted:
From “spatulalad,” on RPG.net:

D&D: “Okay, you enter the tavern and head to the bar. As you’re sipping some ale, you overhear some rough looking half-orcs talking dirty to the daughter of the guy in charge of the caravan you’re guarding. What do you do?”

Exalted: “Okay, you enter the city and kill off the current ruler and set yourselves up as the overlords. As you’re setting up court, your Night Caste reads the lips of a messenger a mile away and figures out that one of the Dragon-Blooded viziers is plotting with a demon lord of the Second Circle to eat the souls of the first born children of all people in your city and then use the ritual’s power to make a ten story First Age warmachine that shoots laserbeams from its eyes. Also, there are ninjas. What do you do?”


Oct 5 2010

The Grand Masquerade 2010, Day 2

So after the fiasco of the previous night, you'd think I would stay in and sleep it off, right? Fucking wrong. 4 hours of sleep, then up, shower, and down to the registration area, and shortly thereafter to a Changeling the Lost game run by The Wrecking Crew. I feel the need to put in a few notes here.

First, I was on the design team for the CtL corebook. However, I had never actually played the game or even managed to read all the way through the book, as ironic as that is. So I was interested to see what the final product ended up being like.

Second, The Wrecking Crew is awesome. They run tabletop games for White Wolf products at all sorts of conventions. Back in the day they used to help White Wolf with the setup and breakdown of their booths at said conventions, too. They are not only rabid fans, but they are very good at what they do. So I was doubly excited to play in this game.

Third, I was still vaguely nauseas, hadn't eaten since 3pm the previous day, and hadn't even had any water that morning. But I am not a little bitch, and I was determined to get my game on. So instead of doing the intelligent thing and saying, "Hey guys, give me 5 minutes to go get a bottle of water," I toughed through it. HTFU.

–Begin geeky game reminiscing–

The game had pregens, I was the last to the table but I found a great character: an Autumn Court librarian. Autumn Court changelings are the creepy ones. The girl running the game left the specifics to us, so I described him as a spindly man in his late 40s with straight, almost dead-looking black hair that was about chin-length, who had the musty smell of old books. He had sunken eyes, wore a moth-ridden tweed jacket, ivory button-down shirt, and brown corduroy pants. Also, from time to time a spider or two would skitter out from the hair hanging at his neck, scamper across his neck or face, and disappear on the other side.

His mein (how he looks to other changelings) was much the same, except instead of eyes he had black pits that seemed to suck in the light, features even more gaunt to the point of looking skeletal, and elongated teeth that were all sharp canines.

The basic plot was that the group of us "came to" on a dock with a wooden crate in front of us, and a person, with no memories of the previous 24 hours. The person was contractually bound not to tell us anything. My character snooped and sniffed around, and figured that there was most likely a dead body in there. Around that time, a car drove up and we were shot at. My character, not being a fighter, hid and used his powers to freak out the gunmen — or at least one of them.

We gain control of the situation, find out who hired them, then go up the chain to find out who hired that person to hire them, find out who that person was working for. It was basically a big court plot to make it look like the Autumn Court queen was abducting/killing the other three courts' queens, the plot lead by someone who hoped to take her place, and was working with the True Fae (bad, bad news) to do so. We blew up the would-be queen, I did some research on the fae and found her weakness (she is known as the Weeping Willow, and can't attack anyone that's crying), and the local changelings banded together to smack her down.

Behind the scenes, apparently we were hired by the current Autumn queen to investigate the disappearances.  I'd thought maybe we were the ones that had caused them, since we did "wake up" in front of a box with a dead body in it that I was pretty sure was one of the other queens, after all.

–End geeky game reminiscing–

After that, Lauren, Charles Bailey, and I went to grab brunch. I wanted some gumbo (it's New Orleans after all, and I love me some cajun food), so on the advice of friends we went to Gumbo Shop. Yes, it's a gumbo place called Gumbo Shop. It was pretty good, except that they put a crab claw in mine and there were little bits of it in the gumbo itself that I had to spit out from time to time. I found them, of course, by crunching down on them with my teeth, which was none too pleasant.

Then we went to a gelato place right around the corner, and it was divine. Lauren and I got some horchata gelato. They had some single malt Glenlivet gelato that I really wanted, but thought might be a bad idea after the previous night's debacle.

We helped Charles find a geocaching thing, then I caught the tail end of an artist panel and we went out to eat again.

What? I have a tapeworm to feed, you know. Or a hollow leg to fill. Or both.

We really wanted to check out The Green Goddess, since it seems to have great Yelp reviews and some of our friends raved about it. By "we wanted to go" I mostly mean that I did, and Lauren grumbled about it. Turns out, it was too packed anyway — it is but a tiny place, not capable of handling even the runoff of the crowds that the convention brought. So we ended up at House of Blues, where I had some shrimp and catfish creole. Though we had to wait a long time to get our food, it was very tasty, and the waitress was awesomely nice as well. I will definitely go back there whenever I'm next in the area.

Damnit, even writing about this is making me hungry. Maybe if I lived in New Orleans I'd actually gain a few pounds.

That night there was a… well, cocktail party is the best way I can think to describe it, at the Blue Room downstairs. CCP was giving the fans a chance to talk to some of the game developers, and have some nice snacks and free booze while they were at it.

This seemed to translate to "OMGfreebooze!!!!" and instead of talking to the developers, everyone seemed to go straight for the two bars, resulting in about a 45 minute wait to get drinks. I chatted some with Rich Thomas, Bill Bridges, and others before deciding to move along to bed.

Thus ended day 2. Not terribly exciting, but it involved good food, and the next day was the birthday party, so I knew adventure awaited. And indeed it did, but more on that in the next installment.


Feb 14 2010

Successful Game Mastering 101

Yes, it seems that I’ve decided to go on a tangent about my thoughts on roleplaying.

GM, DM, ST, whatever you call the person running the game, they are the ones that set the mood, lay out the plot, and in general keep the game running. We’ve* all experienced good game masters and bad game masters. I’ve been trying to think of some traits that separate the good from the bad.

There’s no formula to being a good storyteller.  But in my experience, good storytellers have some things in common.  A lot of these things have synergy, and sometimes they’re hard to nail down exactly, but I’ll give it a go, based on my personal experience (both as a game master and as a player).

  1. Make sure both you and the players are having fun.
    That’s what this is all about, right?  It’s your duty to make sure that the players are having fun, but be sure that you’re having fun running the game, too.  It shouldn’t be a chore!  On that note, know what type of game your players like, and try to give all your players what they’re looking for.  Does Al really love combat and number-crunching, but Bill loves plot and intrigue?  Find a way to mix things up so that everyone gets to do what they enjoy.
  2. Make sure the player characters are the stars.
    Pretty much all players have the most fun when their characters are doing cool things.  So let the player characters have the spotlight, and do cool things. One of the mortal sins of game mastering (which I’ve committed myself, sadly) is tossing in powerful NPCs on the players’ side, and making the players themselves into side-characters.
  3. Give everyone their time in the spotlight.
    Related to the item above, make sure each player has their time to shine. Some players like to hog the spotlight, so you do have to be careful of that. On a related note, if the group splits up (as player parties have a tendency to do), make sure that you’re giving each sub-group an appropriate amount of time and attention. This also means that you should switch your attention between the groups on a regular basis; no one should sit around and twiddle their thumbs for an hour.
  4. Be flexible.
    The players will absolutely fuck up your plot and take it in directions that you didn’t necessarily want it to go, or didn’t foresee. When given clues that seem as obvious as a sledgehammer to the face, they will overlook them. When given ultra-subtle clues, they will connect the dots way earlier than you expected them to. If you just want to tell a linear story, then write a book. Roleplaying is an interactive experience of telling a story, and though you as the game master might have more sway over things than players,  avoid railroading your players at all costs. I personally find that it’s better to give players challenges without having set solutions in mind, to promote this sort of flexibility and to allow the players to really flex their creativity. More often than not, you’ll be pleasantly surprised by what they come up with, and players’ creativity should be rewarded.
  5. Be creative.
    No one’s saying you have to be the Picasso of the game mastering world. But do try to explore some different themes in your games. Mix up your NPCs — maybe the antagonist one storyline is an evil plotter, and in another it’s a relentless thug, and in another it’s someone with good intentions but an “ends justifies the means” mentality. Use different voices and mannerisms when speaking as different NPCs. Tricks like including physical handouts or representations of in-game artifacts (an old photograph, half-burned note, etc.) and using some non-invasive background music are good ways to help immerse the players and set the mood.
  6. Control the game session.
    Don’t bring a whip to crack at anyone who ventures off-topic or out of character (unless that’s your bag), but do remember that you’re there to play a game. Don’t let a rules discussion go on for 20 minutes — just say, “This is what I’m ruling, we can talk about it after the game.” If you’re running a one-shot at a convention, feel free to say, “Okay, I’m making it a rule that the party has to stay together. We don’t have enough time to deal with splitting up.” This is also related to #3, above.

What do you think? Are there any important traits that I left out?

* By “we” I mean people who have done a fair amount of roleplaying, so probably most of the people reading this. 🙂


Feb 5 2010

Character Creation

This is talking about character designs in roleplaying games, and here I mean actual games where you take on and play a role, so not games like World of Warcraft.  An experience/level system does not a roleplaying game make.

Creating a character is one of the defining parts of roleplaying games, and as a player it’s the first thing that you do after acquainting yourself with the rules (or sometimes even before that!).  Your character is the extension of yourself in the game world, the one and only tool you have to interact with the story.

I think there are as many different ways of creating a character as there are players who create them, if not more.  But there are some general themes people tend to follow.  There is no best way, except the way that is best for you personally.  As for me, I tend to use many different methods, depending on how inspiration strikes.

Some people just play themselves in a game.  The character’s personality is the player’s personality.  The primary benefit is that you don’t even have to pause to think what your character would say or do in any given situation; your character reacts as you would.  There is no qualm of, “Would my character be upset by this?  Would s/he like this person?”  Especially for many people new to roleplaying, this is the easiest way to get into it.  You’re playing the role of… yourself.  On the downside, the line between in-character and 0ut-of-character is easy to blur.  Someone insults your character, it’s easy to take it as an insult to yourself.  Your character fails, it feels more like you’ve failed.  So while I might recommend this for people new to roleplaying, I’d always recommend it stressing those warnings.

Some players take inspiration from other sources when creating a character.  “I think Spike is really awesome, so I’m going to create an Exalted version of him.”  This is very common, and has a similar benefit as the “playing yourself” method of character design.  You’re already familiar with the character, so you have a better idea of how they should react when presented with any given situation.  Personally, I like melding different sources and adding a twist, to create something my own.

Some players create something entirely from scratch, or from different inspiration altogether — maybe a song, or a line from a poem.  This is probably the most challenging method of character creation.  You write the background, and you try to get inside the character’s head, but really until you’re playing the character, it’s hard to get a handle on it.  But eventually, this is where characters can take on a life of their own — where, in thinking as the character might, a thought or line comes into your head that never would have, otherwise.  Of course, sometimes people who successfully pull this off end up playing the same character over and over again, because they like their creation so much.  When you create something awesome, it’s easy to get attached to it, which runs many of the same risks as playing yourself does.

I personally tend to use a mesh of the previous two paragraphs.  I’d be interested to hear other people’s takes on how they go about it.  In my next post I’ll go into a bit more detail on some of my own methods.